﻿//using System.Collections;
//using System.Collections.Generic;
//using UnityEngine;
//using Sirenix.OdinInspector;
//using EGamePlay.Combat;
//using EGamePlay;

//public class StatusScareComponent : EGamePlay.Component
//{
//    public override void Awake()
//    {
//        //Entity.OnEvent(nameof(IAbilityEntity.ActivateAbility), Coroutine);
//    }

//    //协程
//    private async void Coroutine(Entity statusAbility)
//    {
//        while (true)
//        {
//            if (IsDisposed)
//            {
//                break;
//            }
//            await ET.TimeHelper.WaitAsync(100);
//        }
//    }
//}
